diff --git a/Effects/bowwave.eff b/Effects/bowwave.eff
index 8b4dc5ec9..35ca8be49 100644
--- a/Effects/bowwave.eff
+++ b/Effects/bowwave.eff
@@ -144,15 +144,9 @@
-
-
-
-
-
-
-
-
-
+
+
+
@@ -378,11 +372,8 @@
-
- Shaders/wake-ALS.vert
-
- Shaders/bowwave-ALS.frag
- Shaders/hazes.frag
+ Shaders/wake-ALS.vert
+ Shaders/bowwave-ALS.frag
water_reflection
@@ -539,10 +530,42 @@
- cloud_self_shading
- float
-
-
+ cloud_self_shading
+ float
+
+
+
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
diff --git a/Effects/cloud-static.eff b/Effects/cloud-static.eff
index cfdbb9654..b7a9f0e9a 100644
--- a/Effects/cloud-static.eff
+++ b/Effects/cloud-static.eff
@@ -8,6 +8,14 @@
+
+
+
+
+
+
+
+
@@ -58,6 +66,8 @@
Shaders/cloud-static-ALS.vert
Shaders/cloud-static-ALS.frag
+ Shaders/noise.frag
+ Shaders/filters-ALS.frag
baseTexture
@@ -84,6 +94,46 @@
float
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
true
diff --git a/Effects/dirt-runway.eff b/Effects/dirt-runway.eff
index 3ac13231b..880e04fde 100644
--- a/Effects/dirt-runway.eff
+++ b/Effects/dirt-runway.eff
@@ -144,6 +144,7 @@
Shaders/noise.frag
Shaders/hazes.frag
Shaders/secondary_lights.frag
+ Shaders/filters-ALS.frag
visibility
@@ -330,6 +331,38 @@
float
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
+
cloudpos1_x
float
diff --git a/Effects/flutter.eff b/Effects/flutter.eff
index 5e2942821..05f04ac3f 100644
--- a/Effects/flutter.eff
+++ b/Effects/flutter.eff
@@ -133,11 +133,7 @@
-
+
1
@@ -151,12 +147,9 @@
Shaders/flutter-ALS.vert
Shaders/terrain-ALS-base.frag
Shaders/hazes.frag
+ Shaders/noise.frag
+ Shaders/filters-ALS.frag
-
colorMode
int
@@ -164,13 +157,6 @@
-
Offset
float
@@ -262,6 +248,47 @@
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
diff --git a/Effects/glass.eff b/Effects/glass.eff
index 95e8519a0..8daa2e0a3 100644
--- a/Effects/glass.eff
+++ b/Effects/glass.eff
@@ -157,6 +157,7 @@
Shaders/glass-ALS.vert
Shaders/glass-ALS.frag
Shaders/noise.frag
+ Shaders/filters-ALS.frag
@@ -309,6 +310,38 @@
float
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
+
texture
sampler-2d
diff --git a/Effects/model-interior.eff b/Effects/model-interior.eff
index a862931d8..bddc8f2b6 100644
--- a/Effects/model-interior.eff
+++ b/Effects/model-interior.eff
@@ -142,8 +142,9 @@
Shaders/model-interior-ALS-detailed.vert
Shaders/model-interior-ALS-detailed.frag
-
Shaders/secondary_lights.frag
+ Shaders/noise.frag
+ Shaders/filters-ALS.frag
visibility
@@ -355,6 +356,37 @@
float
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
texture
sampler-2d
@@ -488,6 +520,8 @@
Shaders/model-interior-ALS-base.frag
Shaders/hazes.frag
Shaders/secondary_lights.frag
+ Shaders/noise.frag
+ Shaders/filters-ALS.frag
visibility
@@ -629,6 +663,37 @@
int
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
texture
sampler-2d
diff --git a/Shaders/bowwave-ALS.frag b/Shaders/bowwave-ALS.frag
index 11a7bbc50..47cc48361 100644
--- a/Shaders/bowwave-ALS.frag
+++ b/Shaders/bowwave-ALS.frag
@@ -59,6 +59,7 @@ vec3 specular_light;
float fog_func (in float targ, in float alt);
vec3 get_hazeColor(in float light_arg);
+vec3 filter_combined (in vec3 color) ;
const float terminator_width = 200000.0;
const float EarthRadius = 5800000.0;
@@ -436,7 +437,7 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
}
-
+ finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35);
diff --git a/Shaders/cloud-static-ALS.frag b/Shaders/cloud-static-ALS.frag
index 1c84c0a47..2d560c467 100644
--- a/Shaders/cloud-static-ALS.frag
+++ b/Shaders/cloud-static-ALS.frag
@@ -3,10 +3,16 @@ varying float fogFactor;
varying vec3 hazeColor;
+vec3 filter_combined (in vec3 color) ;
+
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
- gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
- gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
+
+ vec4 fragColor = vec4 (mix(hazeColor, finalColor.rgb, fogFactor ), mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)));
+
+
+ fragColor.rgb = filter_combined(fragColor.rgb);
+ gl_FragColor = fragColor;
}
diff --git a/Shaders/cloud-static.frag b/Shaders/cloud-static.frag
index b51ff3af4..819e0852b 100644
--- a/Shaders/cloud-static.frag
+++ b/Shaders/cloud-static.frag
@@ -1,6 +1,8 @@
uniform sampler2D baseTexture;
varying float fogFactor;
+vec3 filter_combined (in vec3 color) ;
+
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
diff --git a/Shaders/drunway-ALS.frag b/Shaders/drunway-ALS.frag
index 4720713b4..cf5b571c5 100644
--- a/Shaders/drunway-ALS.frag
+++ b/Shaders/drunway-ALS.frag
@@ -80,7 +80,7 @@ vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
-
+vec3 filter_combined (in vec3 color) ;
@@ -495,6 +495,8 @@ fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility) ,
}
+fragColor.rgb = filter_combined(fragColor.rgb);
+
gl_FragColor = fragColor;
}
diff --git a/Shaders/glass-ALS.frag b/Shaders/glass-ALS.frag
index 165cdc438..2ea17c8f1 100644
--- a/Shaders/glass-ALS.frag
+++ b/Shaders/glass-ALS.frag
@@ -52,6 +52,7 @@ uniform vec3 lightmap_a_color;
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float Noise2D(in vec2 coord, in float wavelength);
+vec3 filter_combined (in vec3 color) ;
void main()
{
@@ -245,6 +246,7 @@ vec4 fragColor;
fragColor.rgb = mix(outerColor.rgb, fog_texel.rgb, fog_texel.a);
fragColor.a = max(outerColor.a, fog_texel.a);
+fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = clamp(fragColor,0.0,1.0);
diff --git a/Shaders/model-interior-ALS-base.frag b/Shaders/model-interior-ALS-base.frag
index b0cec693e..28b0e744e 100644
--- a/Shaders/model-interior-ALS-base.frag
+++ b/Shaders/model-interior-ALS-base.frag
@@ -57,7 +57,7 @@ float fog_backscatter(in float avisibility);
vec3 get_hazeColor(in float light_arg);
vec3 flashlight(in vec3 color, in float radius);
-
+vec3 filter_combined (in vec3 color) ;
float luminance(vec3 color)
{
@@ -175,7 +175,7 @@ void main()
}
-
+fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
diff --git a/Shaders/model-interior-ALS-detailed.frag b/Shaders/model-interior-ALS-detailed.frag
index 8171fc8c6..e4a27d587 100644
--- a/Shaders/model-interior-ALS-detailed.frag
+++ b/Shaders/model-interior-ALS-detailed.frag
@@ -70,9 +70,8 @@ float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
-//vec3 get_hazeColor(in float light_arg);
vec3 flashlight(in vec3 color, in float radius);
-
+vec3 filter_combined (in vec3 color) ;
float luminance(vec3 color)
{
@@ -221,7 +220,7 @@ void main()
fragColor.rgb = max(fragColor.rgb, lightmapcolor.rgb * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, texel.rgb*.5 + lightmapcolor.rgb*.5));
}
-
+fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;